Use unique_ptr to release old vertices data.

kimkulling/add_md5_parser_check_issue-5257^2
ockeymm 2023-09-27 11:29:10 +08:00 committed by Kim Kulling
parent 7a4d8ec412
commit b2bfe6d253
1 changed files with 7 additions and 13 deletions

View File

@ -156,53 +156,47 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<int> &uniqueVertices) {
// ----------------------------------------------------------------------------
// Position, if present (check made for aiAnimMesh)
if (pMesh->mVertices) {
aiVector3D *oldVertices = pMesh->mVertices;
if (pMesh->mVertices) {
std::unique_ptr<aiVector3D[]> oldVertices(pMesh->mVertices);
pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
for (unsigned int a = 0; a < pMesh->mNumVertices; a++)
pMesh->mVertices[a] = oldVertices[uniqueVertices[a]];
delete [] oldVertices;
}
// Normals, if present
if (pMesh->mNormals) {
aiVector3D *oldNormals = pMesh->mNormals;
std::unique_ptr<aiVector3D[]> oldNormals(pMesh->mNormals);
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
for (unsigned int a = 0; a < pMesh->mNumVertices; a++)
pMesh->mNormals[a] = oldNormals[uniqueVertices[a]];
delete oldNormals;
}
// Tangents, if present
if (pMesh->mTangents) {
aiVector3D *oldTangents = pMesh->mTangents;
std::unique_ptr<aiVector3D[]> oldTangents(pMesh->mTangents);
pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
for (unsigned int a = 0; a < pMesh->mNumVertices; a++)
pMesh->mTangents[a] = oldTangents[uniqueVertices[a]];
delete oldTangents;
}
// Bitangents as well
if (pMesh->mBitangents) {
aiVector3D *oldBitangents = pMesh->mBitangents;
std::unique_ptr<aiVector3D[]> oldBitangents(pMesh->mBitangents);
pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
for (unsigned int a = 0; a < pMesh->mNumVertices; a++)
pMesh->mBitangents[a] = oldBitangents[uniqueVertices[a]];
delete oldBitangents;
}
// Vertex colors
for (unsigned int a = 0; pMesh->HasVertexColors(a); a++) {
aiColor4D *oldColors = pMesh->mColors[a];
std::unique_ptr<aiColor4D[]> oldColors(pMesh->mColors[a]);
pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices];
for (unsigned int b = 0; b < pMesh->mNumVertices; b++)
pMesh->mColors[a][b] = oldColors[uniqueVertices[b]];
delete [] oldColors;
}
// Texture coords
for (unsigned int a = 0; pMesh->HasTextureCoords(a); a++) {
aiVector3D *oldTextureCoords = pMesh->mTextureCoords[a];
std::unique_ptr<aiVector3D[]> oldTextureCoords(pMesh->mTextureCoords[a]);
pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices];
for (unsigned int b = 0; b < pMesh->mNumVertices; b++)
pMesh->mTextureCoords[a][b] = oldTextureCoords[uniqueVertices[b]];
delete [] oldTextureCoords;
}
}